// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "CharacterOverlay.generated.h"

class UProgressBar;
class UTextBlock;
class UImage;
class UWidgetAnimation;

/**
 * 
 */
UCLASS()
class BLASTER_API UCharacterOverlay : public UUserWidget
{
	GENERATED_BODY()
public:
	UPROPERTY(meta=(BindWidget))
	UProgressBar* ShieldBar;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* ShieldText;
	UPROPERTY(meta=(BindWidget))
	UProgressBar* HealthBar;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* HealthText;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* ScoreAmount;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* DefeatsAmount;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* WeaponAmmoAmount;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* CarriedAmmoAmount;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* MatchCountdownText;
	UPROPERTY(meta=(BindWidget))
	UTextBlock* GrenadesText;
	UPROPERTY(meta=(BindWidget))
	UImage* HighPingImage;

	UPROPERTY(meta=(BindWidget))
	UTextBlock* BlueTeamScore;

	UPROPERTY(meta=(BindWidget))
	UTextBlock* RedTeamScore;

	UPROPERTY(meta=(BindWidget))
	UTextBlock* ScoreSpacerText;
	//Transient：属性是瞬态的，这意味着它不会被保存或加载。以这种方式标记的属性将在加载时填充为零，意味着从零秒开始
	UPROPERTY(meta=(BindWidgetAnim), Transient)
	UWidgetAnimation* HighPingAnimation;
};
